Da Regime’s DEEZ-6 RPG Rules System:
SYGIL Chapter 1: The Fedora’d Borgata – AKA “The Hangover”
This story is set in Sygil – a city at a dimensional intersection of the cosmos. Sygil is equal parts spaceship and home planet – everywhere and nowhere, inhabited by outsiders of space and time. Cities like Sygil are said to be made of portals – accumulations of countless access points to the vastness of reality. Every resident of Sygil is the relic of a story from some dimension lost to the politics of the multiverse. Every character seeks the why and how to their residence in Sygil, as they negotiate their place in the infinitude.
The immortal residents of the city have awoken to a numbing and destructive rebirth of Sygil under the yoke of Mind-Flaying Illithids – tentacled conquerors who harvest whole universes to fuel their explorations. We will each have an opportunity to create and play many of 52 characters in a borgata – each of whom have their own story of amnesia and recovery from Mind-Flaying as they link up with what is clearly a grand conspiracy to save existence itself!
DEEZ-6 RULES: The Basic Die Roll
This is a traditional Role Play Game designed to be played virtually, using a version of Da Regime’s Deez-6 system organized for this setting.
The system is simple: When the storyteller wants the element of chance to impact the story, they call for a single 1d6 “role-play die” and consult the following basic roll result table:
Basic Roll Table
1 – Catastrophic Fail
2 – Success at basic tasks
3 – Success at skilled tasks
4 – Success under pressure
5 – How did I do that?
6 – Heroic Success
Scaled Roll Table:
- The basic roll (above) is usually also modified using a system of statistical character descriptions (see below).
- If it is logical to do so, a character may multiply the above result by a combination of Attributes and Traits that reflect their expertise at a given task.
|Total Roll||Scaled Result|
|0-1||Catastrophic Fail resulting in a +1 Double-Edged Trait added to an appropriate Attribute|
|6-10||Success under favorable conditions.|
|11-15||Success in a challenging or competing situation.|
|16-20||Success in a dangerous situation (like combat)|
|21-25||Success in a dire or amazing situation|
|26-30+||Epic Success resulting in bonus +1 Trait under the Legend ability category.|
DEEZ-6 RULES: Character Statistics
In the Deez-6 system, every character is described using two layers of statistics:
- Attributes: one of the 6 categories of stats that don’t change from character to character: Physical / Mental / Social / Combat / Powers / Legend
Prior to a roll of the die, players choose to potentially multiply their character’s action result up to their score in any one Attribute. The higher the multiplier, the greater the impact of the die roll – (in both epic fail and epic win situations!)
Attributes remain at their permanent score for every roll – unless they’ve been reduced or increased by certain Traits.
- Traits: the skills, abilities, powers, and important possessions individual to every character.
After a die roll, a player can choose to buy additional successes by spending points from their Traits pool. The exact effects of traits are left up to the imagination of the player.
Useful in the event of a near-miss or epic fail, players can spend a number of Traits per roll up to the score of the Attribute used for the initial roll.
Traits are temporarily “spent” until the character gets a Level-Up, at which point all stats are restored.
DEEZ-6 RULES: Attributes and Traits
In the Deez-6 system, basic characters start with one die in each of the Attributes:
Physical / Mental / Social / Combat / Powers / Legend
Players then individualize their characters by describing their Traits in each Attribute category. (Note: Many Traits are appropriate under multiple Attribute categories).
The Deez-6 System intends for the players to create their own character’s Traits, rather than relying on a limited list provided by a rule book. Feel free to invent your own rules or powers provided by a character’s Traits!
Double-Edged Traits are just that – consequences of a character’s decisions or story that can provide positive or negative (but always dramatic!) results on an action. These Traits can be used by The Storyteller to complicate a character’s actions by reducing the success multiplier. Unlike normal Traits, Double-Edged Traits disappear permanently after one “use” – and then become a new permanent normal Trait selected by the player (Legend Traits is suggested)
Dracmore Dragonsbane is trying to avoid being detected by the Illithids’ Prismatic Cannons – fearsome weapons that shoot an array of spells simultaneously. As he edges around a destroyed building, The Storyteller activates Dracmore’s Double-Edged “Massive” Trait. A bright red half-Dragon in primitive magitech armor isn’t exactly designed for stealth. Regardless of what now happens to Dracmore – the Massive trait vanishes and the character gets a free permanent normal Trait.
The player of Dracmore decides to add “Human Battering Ram” as a Trait under his Legend Attribute.
|Attribute Categories – (All start with a score of 1)||Trait – Pick 6 Per Category (Samples Included)|
|Physical||How strong, fast, enduring, or attractive a character can be.||Skills: running, jumping, sneaking, lifting, climbing.|
Description: acrobat, natural armor, bone-crushing- strength, icy beauty, controlling your metabolism.
Double-Edged: one eye, mutilated hand, concussion, bleeding wound, diseased, ugly, decrepit.
|Mental||How intelligent, knowledgeable, perceptive, and willful a character is.||Skills: linguistics, medicine, vehicle piloting, physics, machine repair, stone-cutting, herbalism, painting.|
Description: inventor, artist, cunning linguist, chess master, resisting temptation, assessing-the-odds, winning arguments about tanks, fixing the Hyperdrive.
Double-Edged: intoxicated, ignorant, poorly educated, skitzophrenic, untraveled, drugged, primitive, strict belief system.
|Social||How charismatic, inspiring, persuasive, or convincing a character can be.||Skills: seduction, leadership, persuasion, intimidation.|
Description: sultry, rugged, flawless lies, innocent face, commanding presence, fearsome gaze, convincing your date to pick up the check.
Double-Edged: infamous, hairy, wanted, excommunicated, debtor, mercenary, inflexible, boring, stern, offensive, loud, alien, cultural outsider.
|Combat||How much ass can one character kick?||Skills: blasters, machine guns, swords, improvised weapons, demolitions, throwing knives, mixed-martial arts, dodge-and-weave. |
Description: cruel combatant, rage frenzy, esoteric martial arts systems, ambidextrous, throwing team-mates wearing armor with wings, quickdraw artist, rock-paper-scissors-lizard-Spock, historical rap battles.
Double-Edged: untrained, avoids technology, glory-hog, narrow-minded-tactician, temperamental, undisciplined, sensitive to energy weapons, “Non-8th-level spells are not my idiom.”
|Powers||(Optional) Supernatural abilities and objects.||Skills: innate powers, spells, potions, magical items, familiars, alien technology.|
Description: werewolf, summoning demons, healing meditation, silver-plated katana, unlimited fireballs, speak with the dead, flying carpet, imbued tattoo of a naked lady that gives +1 multiplier to social rolls, pulsebeam cyberarm, headware computer.
Double-Edged: demonic visage, angry drunken hate-rage, only skimmed the spellbook’s glossary, gaes/quest/bargain for powers, The Dark Side of the Force, drinks blood, scares little children.
|Legend||(Optional) The reputation, important possessions, rank or position, and significant NPCs that surround a character.||Famous Titles: gunslinger, hero, smuggler, fencer, ninja, wizard, emperor, necromancer, healer, vampire, hidden identity, “I was a Navy SEAL.” |
Huge Events: saving the planet again, burning down your own hideout, defeating the dark lord, that Shadowrun on the Ares Corporation building, “this mofo is crazy,” what happens in Vegas…, Puff Daddy changed his name to Pee Did He?.!
(Nearly) Indestructible Possessions: The Electrobank starship, armor with the wings, an ancestral estate, jetpack, a signature cigar, impermeable hairdoo, secret stash of money, Fairlight Excaliber Cyberdeck, gaudy-looking cane with a laser and vibro-knife in it.
Important “People”: Prince DeLaurant, Crime Boss Hutt, Police Sergeant O’Grady, Shady Weapons Merchant, Perma-Baked Stoner Tinkerer, Machine Gun Moll Secretary, Primogen of Clan Tremere, Epically Ancient Demi-Dracolitch Father Zselvaeghaar.
Double-Edged: specific enemies, travesties, dishonor, losses, “I heard you were dead”, wanted for murder, hunted by the inquisition, bad credit / no credit, you shot off your own foot, “crazy ex-“.
DEEZ-6 RULES: Character Creation
Obligatory Setting Fiction:
(The following is an example of Storytelling under this game context)
That’s nothin’! I awoke face-down in 6 inches of the worst muck that The Mire had to offer. For those who just sat down – The Mire is the section of Sygil with all the portals to the Para-Elemental Plane of Mud (conveniently parked between the Elemental Planes of Earth and Water). For semi-legitimate entrepreneurs like myself, The Mire is a central part of any dirty business. Also, don’t get me wrong now, I’ve been face-down in a gutter many times. But the gutters in The Mire are a whole different shift…and this wasn’t by choice.
So, my recent memory begins 6 inches deep in an intergalactic drainage ditch, wearing nothing but my black fedora and a pair of hand-sown white silk underwear with hearts on them. I tried to breathe, but ended up sucking in at least a flask’s worth of bile before consciousness returned to my shell. My eyelids were too heavy to open and my ears were screaming at me like an imperial interrogator in a Nasguul trap. Someone had clearly dropped a building on my head. Worst of all, I had just gotten a proper fit on my platinum-on-white textured semi-translucent iridescent trauma-reactive outter-wear ensemble – and now my whole wardrobe budget was either missing or lost in six inches of the Illithid’s after-party! Long story short – that’s a new low!
Soon-after, I mustered all the courage that I could to return to the conscious world. As I wiped the filth from my face and sat up, this shiny barking-dog Kobold sucker ran up close and tried to hijack me for my hat. Through the blur and filth caking my eyelashes, I see this runt pointing my own stolen hold-out blaster at me. I tried to kick muck in his eyes, but to my absolute delight given the life-or-death situation I was facing with the worst headache I’ve ever conceived of – my right foot was missing for some reason. The filth only splashed more on my face and now less-white hand-sown silk boxers with the hearts on them. I wasn’t about to go out again from some knee-high Mire-swimming hijacker that looked like my grandma’s lapdog.
“Look, I know where the rest of the guns are, just don’t shoot me!” I played as I held up my hands. The Kobold grew impatient, weighed down as he was by the loot of every conceivable type or jewelry and piercing (his swag was certainly admirable, if not seemingly inefficient for combat). The whole thing hurt my vision. The mutt agreed that this stand-off would not be mutually beneficial. He introduced himself as the Deuce of Diamonds and then asked me politely (in rather articulate speech for a Kobold) to take off my fedora and examine the inside. The card stapled to the inside of my Fedora was an Ace of Spades. Apparently, he and I were previously acquainted. He told me to never take the Fedora off again because it blocked my mind from the Illithids’ detection. I was fine with that, since the only clean part of my whole body had been covered by the hat.
The Deuce of Diamonds – DD – and I conspired to retrieve my missing right foot. DD seemed to somehow remember that my friggin’ foot was a cybermantic data storage device. Apparently, there is a debt-collector called – literally – The Toe-Cutter. The Toe-Cutter had my friggin’ foot. That wasn’t the best part of the conundrum! My friggin’ foot is actually the center-of-some-grand-conspiracy to get payback on the Illithids. It sounds all epic and complicated, but really, it’s put a crimp on my macking lifestyle. You know how hard it is to find parking for a Repulsor-Limo without some whacked-out inter-demensional being fresh from a portal popping up and somehow deriving nutrition from the exhaust pipe? It’s wrecked the carpets – today I even spilled a drink during a crucial moment of negotiation!
Long story short, DD and I limped to a dive shack called One Foot In The Grave. You heard that right. Look – we all have our steeze, but this guy clearly needs some deprogramming for his feet-fetish. The place was dug-out of a pile of loose rocks and broken mining equipment. DD advised against kicking in the door (I was missing a friggin foot, after all) – so we made a polite call to The Toe-Cutter.
I got past “security” (a smattering of burnt-out and flayed humanoids all missing a right foot) by convincing them I was a nail-clipper merchant here to settle my debt. The Toe-Cutter was the biggest, fattest, drooling, snot-nosed, dog-breathed, three-legged and bleach-eyed mongrel I’ve ever seen. Who in their right mind would owe favors to this hairy mass of table-scraps?
But sure enough, it had my right friggin’ foot hanging around his neck on a metal cable along with 20 or 30 other random nasty feet. Some of them were exotic alien anatomy – but it looked like the rest were from Kobolds.
My poor hearing. The second we walked in the “club”, it was like a Jah Works concert played on aluminum plating. Every last one of those yip-yipping beasts and their fleas all dapped-up or bowed to DD with these really annoying high-pitched whines.
“Do you two know each other?” I asked DD as we got within earshot of this Noble-Lord of Angel Investing. DD pointed some type of ring at me with a glowing bluish-white gem and winked.
“Oh just wait until I put my foot in your ass.” I retorted as I turned to face The Toe-Cutter’s amalgamation of lard, posted upon a throne of old meat bones. My arrival had clearly interrupted some of its personal time. As I got closer, the stench was unbearable. The Toe-Cutter was barking about having just rolled in something ripe and was being fanned by a confined sentient air spirit with a clear case of the doldrums. As a final note, The Toe-Cutter had a black velvet holster hanging from his “chair” – I recognized the personalized black-on-black ergonomic grip with biometric trigger lock. I hid my delight at the damage he’d done to it trying to get the heavy blaster to shoot.
“You-You-Ace-You dead! I took foot! Illithid pay big for you dead! You no dead, me no money!” a confused-looking crime boss growled like I’d gotten too close to his food dish.
With cordial introductions made, I cut right to business: “Yeah – look Mr. Toe-Cutter – lovely to meet you again, such an imposing name – I love what you’ve done with the place, by the way, the coal and ash look is really with the times – but I don’t even know for sure that you actually have my foot.” I implied.
With a deep angry howl, The Toe-Cutter began a torrent of phlegm-ridden barking. In-between animalistic grunts, I pieced together two things:
- Sygil’s universal communication algorithms weren’t functioning.
- The Toe-Cutter was about to be amputated from this life-cycle.
Once the beast wore itself out with the sweaty effort of basic sentient communication, I laid the trap:
“I absolutely see your position now! Look…I don’t have the money…with me”. I explained with a practiced finesse, while emphasizing my present abundance of worldly possessions – a black fedora and a pair of hand-sown white silk boxers with hearts and muck stains on them. “Who walks around Sygil with that type of cash?” I gestured to indicate that I was broke.
The Toe-Cutter sat in pleasant silence, so I continued: “Like I said – I don’t even know if that’s my foot. Could it – w-w-would it be possible for me to see the foot and make sure it’s mine before I go giving away all of my toe-clipper money?”
The Toe-Cutter unceremoniously ripped the foot from his necklace and tossed it on the ground with a smug chuckle. I picked it up for inspection – it appeared to be made of a light metal with articulated toes and attached itself at the ankle via a bone-fused socket. The bottom read “Astrotech-9”, which brought back some trippy memories I’ll talk about after another round of Aquaboogie.
I gave DD a quick look and he began to charge up that funky ring he’d shown me at the door of this place. “Yup! That’s my foot alright!” I exclaimed to The Toe-Cutter, who was busy licking himself. As he turned to look at me, I cocked my right arm back – and with the practice of 100 thermal detonators, beamed the foot (with a perfect spiral, if I do say so myself!) at The Toe-Cutter’s face.
The double-distraction assault has always been one of my favorite surprise tactics – especially when your partner doesn’t realize that’s the play. Needless to say, The Toe-Cutter recovered from a bone-crunching metal *smack* of a Hail Mary pass-kick to the face by catching the body of DD – who was firing some sort of beam from that ring of his when I grabbed him by the skruff of the neck and his tail and jump-slammed him into the broken-faced body of The Toe-Cutter.
With the speed of someone who wasn’t 3 feet tall, I bounded towards the bleeding pile of yipping Kobolds and initiated a storm of thunder-clap back-hands. It helps that most of my left fore-arm has been eaten away by a grey scaly alien virus that I picked up from some long-forgotten close encounter. It makes my open-hand disco-karate combat form particularly effective in subduing opponents.
Long story short – I got my friggin’ foot back. I cancelled all of The Toe-Cutter’s debts, in exchange for 1% of whatever his unwitting victims (mostly Kobolds) scrounge up out there trying to survive in Sygil. And the 1% is what I say it is. The Toe-Cutter? He’s recovered from the Mind-Flaying and got a new job shining shoes.
Sample Character Sheet:
Creation rules for SYGIL Team 1: The Fedora’d Borgata AKA “The Hangover”
Begin by accessing the Google Sheets document shared in Discord.
- Each character begins with 7 points to distribute between their Attributes:
Physical / Mental / Social / Combat / Powers / Legend
Note that for this team ONLY, characters may not begin with any points in the Legend and Mental Attributes. Your characters have just been subject to a Mind-Flaying and are suffering the results.
- For each point placed into an Attribute, you receive 6 points to place between Traits and Hit Points. It’s why the Barbarian has no skills but a few hundred hit points. It’s why the wizard and thief have loads of magic and skills but fall over from a stiff breeze.
I’ll post “Ace of Spades” character sheet as a model.
DEEZ-6 RULES: Basic Example of Scaled Die Rolling:
“The player of Dracmore wants to lift a huge piece of metal that has pinned his character to the ground.”
With a Physical Attribute score of 3, Dracmore can multiply his die roll result by 3. The Storyteller secretly decides that Dracmore will need a scaled result of 15 to free himself from the debris.
- Dracmore gets a 4 on his lift roll.
- Multiplied by his 3 in the Physical Attribute:
- Dracmore’s total result is 4*3 = 12 – not enough to get free of the fallen metal.
The Storyteller describes: “Dracmore’s muscles strain as he performs a full-on bench press of the metal pillar that is pinning him to the ground. The metal is starting to budge, but the strain is getting to Dracmore – who isn’t used to being out-weighed by anything!”
The Player decides: “Dracmore is half-Ogre Mage / half-Red Dragon. He should be able to lift a piece of metal. I’ll use three of his Physical Traits – Supernatural Strength, Raw Muscle & Draconic Anatomy. This adds 3 to the multiplier for escaping the inanimate object:
4 (initial roll)
6 (3 in Physical Attribute + 3 Traits)
= 24 (final scaled result)
The Storyteller Adds: “With a barbaric reptilian roar, Dracmore stands to his full 7.5 foot height and lifts the rivet-lined bar above his head.
Dracmore’s player adjusts the character sheet to reflect the use of 3 Physical Traits. He hopes that there won’t be many more pure physical challenges until Dracmore gets a level-up.”
DEEZ-6 RULES: Example of Contested Scaled Die Rolling:
When character actions are resisted by another actor in the story, both sides of the conflict make Scaled Die Rolls. The higher the margin of success for the winning roll, the greater the result for that character.
“While dead-lifting a metal pillar in an idiomatic fashion, Dracmore’s screams caught the attention of some opportunistic Sygil denizens nearby. After making eye-contact with a group of Kobolds , Dracmore’s player decides to turn on the character’s natural charm and scare them to their next victim. “
The Storyteller decides that some puny Kobolds are easily intimidated by Dracmore’s embodiment, but they are in a group of four. For this reason, the scaled target number for this intimidation roll is 12.
Under Social Attributes, Dracmore has a score of 1. Fortunately, his player bought the Trait: Monstrous Intimidation. By spending this Trait, Dracmore can add his Physical Attribute multiplier to intimidation rolls.
Dracmore’s player rolls the initial 1d6 and receives a 3.
By spending a Trait and multiplying the initial roll by 3 Physical Attribute levels, Dracmore comes to a final scaled result of 12 in attempts to rid his vicinity of the yappy-dog-like humanoids:
3 (initial roll)
4 (1 in Social Attribute + 3 in Physical Attribute after spending a Trait)
= 12 (final scaled result).
The Storyteller describes: “Upon making eye contact with Dracmore, the Kobalds eye each other in consideration of their next action. They’d hate to move against such a formidable foe, but the shiney tooth necklace he wears is a tempting prize…”
The Kobolds have a Social Attribute of 1 – so they’ll only get the single die roll to determine their fate.
Unless the result is a 6 – Epic Win – it looks like the mountainous Dracmore wins this contest of wills.
The Storyteller rolls for the Kobolds – a result of 5. Even if the ST wanted to incorporate some Traits to multiply the monsters’ result, common sense says they’d move on to easier pickings.
DEEZ-6 RULES: Combat:
While the morality of Sygil’s denizens is as individualistic as its residents, we will be playing exceptional characters. As a result, our characters have slightly better survival capabilities than most of the lost actors surviving day-to-day in Sygil.
Combat is just like contested rolling, with a few additions:
Sygil is a dangerous place – take damage, lose Hit Points. Lose all your Hit Points and the character gets Mind-Flayed. For every Hit Point of damage beyond 0 a character takes, they receive a double-edged Trait and have their memories flayed (minimum of 1 Trait).
Damage is taken point-for-point when a dangerous contested roll happens and the character’s result is worse than the opponents’. Damage can be mitigated by characters spending appropriate Traits. The Storyteller can also add or reduce damage for dramatic purposes.
Each character starts with 6 Hit Points. This can be raised permanently at Level-Up. Also, certain items, powers, etc, can add or subtract temporary or situational Hit Points. Shields, armor, and cover can both reduce damage and add situational Hit Points. It’s up to the players to design how their stuff affects their characters – the storyteller also modifies results based on environmental factors.
In many situations – Hit Points can be spent to buy Traits in cases where it may not apply (like Initiative), to power certain weapons and abilities, and to multiply results.
Hit Points are restored at Level-Up and via healing skills, powers, and devices.
A simple d6 role-play die is rolled to determine initiative, highest roll going (and declaring action) first. In rare cases (like quick-draw battles), a Hit Point can be spent to add an additional die to Initiative.
DEEZ – 6 RULES: The Storyteller
15 Minutes of Fame:
Unlike standard RPGs with a single constant Game Master, the Deez-6 system uses the 15 Minutes of Fame rule. Every 15 minutes, the players roll a single d6 die – the person with the highest score is the Storyteller. For the next 15 minutes, they set the action: call for rolls, arbitrate disputes and are completely in charge.
Storytellers award a Level-Up to a single player (other than themselves) at the end of their turn.
Double-Edged Traits can also be awarded to characters as a result of plot events at any time.
(It is suggested that Storytellers award at least one Double-Edged Trait per turn – remember that Double-Edged Traits are temporary but turn into permanent Traits selected by the player once activated).
Storytellers should make full use of characters’ Double-Edged Traits and activate them to add drama to otherwise banal rolls.
When a player receives a Level-Up, they apply it to a single character of their choice.
At Level-Up, all Attributes, Traits, and Hit Points are restored to their maximum normal levels.
The character also receives an additional Attribute of their choice and 6 points to distribute between new Traits, and Hit Points.
Let me know if I need to clarify/add anything.